CvPlot::reset(int, int, bool)
- Defined in
- CvPlot.cpp, line 216
- Class
- CvPlot
- Hook name
CivHooks::CvPlot_reset
Hooks
static bool BeforeCvPlot_reset(CvPlot* self, int iX, int iY, bool bConstructorCall);static void AfterCvPlot_reset(CvPlot* self, int iX, int iY, bool bConstructorCall);static void ReplaceCvPlot_reset(void (*original)(CvPlot*, int, int, bool), CvPlot* self, int iX, int iY, bool bConstructorCall);CivRegisterBefore<CivHooks::CvPlot_reset>(host, &BeforeCvPlot_reset);CivRegisterAfter<CivHooks::CvPlot_reset>(host, &AfterCvPlot_reset);CivRegisterReplace<CivHooks::CvPlot_reset>(host, &ReplaceCvPlot_reset);
Code
214// FUNCTION: reset()215// Initializes data members that are serialized.216void CvPlot::reset(int iX, int iY, bool bConstructorCall)217{218 //--------------------------------219 // Uninit class220 uninit();221222 m_iX = iX;223 m_iY = iY;224 m_iArea = FFreeList::INVALID_INDEX;225 m_iLandmass = FFreeList::INVALID_INDEX;226 m_iFeatureVariety = 0;227 m_iOwnershipDuration = 0;228 m_iImprovementDuration = 0;229 m_iUpgradeProgress = 0;230 m_iCulture = 0;231 m_iNumMajorCivsRevealed = 0;232 m_iCityRadiusCount = 0;233 m_iReconCount = 0;234 m_iRiverCrossingCount = 0;235 m_iResourceNum = 0;236 m_cContinentType = 0;237238 m_uiTradeRouteBitFlags = 0;239240 m_bStartingPlot = false;241 m_bHills = false;242 m_bNEOfRiver = false;243 m_bWOfRiver = false;244 m_bNWOfRiver = false;245 m_bPotentialCityWork = false;246 m_bPlotLayoutDirty = false;247 m_bLayoutStateWorked = false;248 m_bImprovementPillaged = false;249 m_bRoutePillaged = false;250 m_bBarbCampNotConverting = false;251 m_bRoughFeature = false;252 m_bResourceLinkedCityActive = false;253 m_bImprovedByGiftFromMajor = false;254 m_bIsAdjacentToLand = false;255 m_bIsImpassable = false;256257 m_eOwner = NO_PLAYER;258 m_ePlotType = PLOT_OCEAN;259 m_eTerrainType = NO_TERRAIN;260 m_eFeatureType = NO_FEATURE;261 m_eResourceType = NO_RESOURCE;262 m_eImprovementType = NO_IMPROVEMENT;263 m_eImprovementTypeUnderConstruction = NO_IMPROVEMENT;264 m_ePlayerBuiltImprovement = NO_PLAYER;265 m_ePlayerResponsibleForImprovement = NO_PLAYER;266 m_ePlayerResponsibleForRoute = NO_PLAYER;267 m_ePlayerThatClearedBarbCampHere = NO_PLAYER;268 m_eRouteType = NO_ROUTE;269#if defined(MOD_GLOBAL_STACKING_RULES)270 m_eUnitIncrement = 0;271#endif272 m_eWorldAnchor = NO_WORLD_ANCHOR;273 m_cWorldAnchorData = NO_WORLD_ANCHOR;274 m_eRiverEFlowDirection = NO_FLOWDIRECTION;275 m_eRiverSEFlowDirection = NO_FLOWDIRECTION;276 m_eRiverSWFlowDirection = NO_FLOWDIRECTION;277 m_cRiverCrossing = 0;278279 m_cBuilderAIScratchPadPlayer = 0;280 m_sBuilderAIScratchPadTurn = 0;281 m_sBuilderAIScratchPadValue = 0;282 m_eBuilderAIScratchPadRoute = NO_ROUTE;283284 m_plotCity.reset();285 m_workingCity.reset();286 m_workingCityOverride.reset();287 m_ResourceLinkedCity.reset();288 m_purchaseCity.reset();289290 if(!bConstructorCall)291 {292 for(int iI = 0; iI < NUM_YIELD_TYPES; ++iI)293 {294 m_aiYield[iI] = 0;295 }296 for(int iI = 0; iI < REALLY_MAX_PLAYERS; ++iI)297 {298 m_aiFoundValue[iI] = -1;299 }300 for(int iI = 0; iI < REALLY_MAX_PLAYERS; ++iI)301 {302 m_aiPlayerCityRadiusCount[iI] = 0;303 }304 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)305 {306 m_aiVisibilityCount[iI] = 0;307 }308 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)309 {310 m_aiRevealedOwner[iI] = -1;311 }312 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)313 {314 //m_abRevealed[iI] = false;315 }316 m_bfRevealed.ClearAll();317 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)318 {319 m_abResourceForceReveal[iI] = false;320 }321 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)322 {323 m_aeRevealedImprovementType[iI] = NO_IMPROVEMENT;324 }325 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)326 {327 m_aeRevealedRouteType[iI] = NO_ROUTE;328 }329 for(int iI = 0; iI < MAX_MAJOR_CIVS; ++iI)330 {331 m_abNoSettling[iI] = false;332 }333 }334 for(int iI = 0; iI < REALLY_MAX_TEAMS; ++iI)335 {336 for(int iJ = 0; iJ < NUM_INVISIBLE_TYPES; ++iJ)337 {338 m_apaiInvisibleVisibilityCount[iI][iJ] = 0;339 }340 }341342 m_kArchaeologyData.Reset();343}
Calls
- CvArchaeologyData::Reset()
- CvPlot::PlotBoolField::ClearAll()
- CvPlot::uninit()
FAutoVariable::operator=IDInfo::reset